feat: Adds AI skills to migrate from RunUO (#2366)
## Summary Adds comprehensive RunUO → ModernUO migration documentation and Claude AI skills to help shard owners and script authors convert RunUO 2.7 code to ModernUO. - **10 migration skills** (`dev-docs/claude-skills/migrate-from-runuo/`) — system-by-system conversion guides (foundation, serialization, timers, gumps, packets, property lists, commands/events, persistence, items/mobiles, systems/engines) - **12 reference docs** (`dev-docs/runuo-migration-docs/`) — deep-reference with before/after examples, API mapping tables, edge cases, and gotchas - **Updated existing skills** — `modernuo-timers`, `modernuo-serialization`, and `modernuo-threading` now document that `Serialize()` runs on background threads and timers are not thread-safe - **Updated `CLAUDE.md`** — added migration skill lookup table ### Key migration patterns covered - Manual `Serialize()`/`Deserialize()` → source-generated `[SerializableField]` - `Packet` class hierarchy → static `SpanWriter`/`SpanReader` methods - `Timer` subclasses → `TimerExecutionToken` fire-and-forget - `Gump` → `StaticGump<T>`/`DynamicGump` with builders - `EventSink.WorldSave` → `GenericPersistence` - `ObjectPropertyList` → `IPropertyList` with string hole rules - Universal changes: naming (`m_` → `_`), `[Constructable]` → `[Constructible]`, logging, spatial queries
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dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md
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# Items, Mobiles & Creatures Migration
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## Overview
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Most RunUO migration work involves converting Item, Mobile, and BaseCreature subclasses. This doc combines all prior system changes (serialization, timers, property lists, naming) into complete step-by-step conversion guides for the most common content types.
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## Item Migration Step-by-Step
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### 1. Apply Foundation Changes
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- File-scoped namespace
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- `using ModernUO.Serialization;`
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- Rename `m_` fields to `_camelCase`
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- `[Constructable]` → `[Constructible]`
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- Replace `Console.WriteLine` with logging
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- Replace `DateTime.UtcNow` with `Core.Now`
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### 2. Add Serialization Attributes
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```csharp
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[SerializationGenerator(0, false)] // Version 0, Item subclass
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public partial class MyItem : Item // Add partial
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```
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### 3. Convert Fields to [SerializableField]
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```csharp
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// RunUO
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private int m_Charges;
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[CommandProperty(AccessLevel.GameMaster)]
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public int Charges { get { return m_Charges; } set { m_Charges = value; InvalidateProperties(); } }
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// ModernUO
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[SerializableField(0)]
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[InvalidateProperties]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _charges;
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// Property auto-generated with InvalidateProperties
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```
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### 4. Delete Boilerplate
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- Delete `public MyItem(Serial serial) : base(serial) { }`
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- Delete `public override void Serialize(GenericWriter writer) { ... }`
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- Delete `public override void Deserialize(GenericReader reader) { ... }`
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### 5. Convert Timer Fields
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```csharp
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// RunUO
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private InternalTimer m_Timer;
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// + nested Timer class
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// ModernUO
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private TimerExecutionToken _timerToken;
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// + direct Timer.StartTimer() calls
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// + [AfterDeserialization] for timer restoration
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// + OnAfterDelete() for timer cancellation
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```
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### 6. Convert GetProperties
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```csharp
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// RunUO
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1060741, m_Charges.ToString());
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}
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// ModernUO
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1060741, $"{_charges}");
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}
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```
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### 7. Convert Context Menus (if present)
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```csharp
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// RunUO
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public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, list);
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list.Add(new MyEntry(this));
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}
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// ModernUO
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public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, ref list);
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list.Add(new MyEntry(this));
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}
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```
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## Complete Before/After: Item
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**RunUO:**
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```csharp
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using System;
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using Server;
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using Server.Network;
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namespace Server.Items
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{
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public class MagicLantern : Item
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{
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private int m_Charges;
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private Mobile m_Owner;
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private InternalTimer m_Timer;
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[CommandProperty(AccessLevel.GameMaster)]
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public int Charges
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{
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get { return m_Charges; }
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set { m_Charges = value; InvalidateProperties(); }
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Owner
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{
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get { return m_Owner; }
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set { m_Owner = value; }
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}
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[Constructable]
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public MagicLantern() : base(0xA25)
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{
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m_Charges = Utility.RandomMinMax(5, 15);
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Weight = 2.0;
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Light = LightType.Circle300;
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Name = "a magic lantern";
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m_Timer = new InternalTimer(this);
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m_Timer.Start();
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}
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public MagicLantern(Serial serial) : base(serial) { }
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public override void OnDelete()
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{
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if (m_Timer != null)
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m_Timer.Stop();
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base.OnDelete();
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1060741, m_Charges.ToString());
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001);
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return;
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}
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if (m_Charges <= 0)
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{
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from.SendMessage("The lantern is depleted.");
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return;
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}
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m_Charges--;
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InvalidateProperties();
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from.SendMessage("The lantern flares brightly!");
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write((int)1); // version
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writer.Write(m_Owner);
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writer.Write(m_Charges);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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switch (version)
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{
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case 1:
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m_Owner = reader.ReadMobile();
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goto case 0;
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case 0:
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m_Charges = reader.ReadInt();
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break;
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}
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m_Timer = new InternalTimer(this);
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m_Timer.Start();
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}
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private void Glow()
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{
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if (m_Charges > 0)
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Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
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}
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private class InternalTimer : Timer
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{
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private MagicLantern m_Lantern;
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public InternalTimer(MagicLantern lantern) : base(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3))
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{
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m_Lantern = lantern;
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Priority = TimerPriority.OneSecond;
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}
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protected override void OnTick()
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{
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m_Lantern.Glow();
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}
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}
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}
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}
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```
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**ModernUO:**
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```csharp
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using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(0, false)]
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public partial class MagicLantern : Item
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{
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[SerializableField(0)]
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[InvalidateProperties]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _charges;
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private Mobile _owner;
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private TimerExecutionToken _glowTimer;
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[Constructible]
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public MagicLantern() : base(0xA25)
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{
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_charges = Utility.RandomMinMax(5, 15);
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Weight = 2.0;
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Light = LightType.Circle300;
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StartGlow();
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}
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public override string DefaultName => "a magic lantern";
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private void StartGlow()
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{
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Timer.StartTimer(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3), Glow, out _glowTimer);
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}
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[AfterDeserialization]
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private void AfterDeserialization() => StartGlow();
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public override void OnAfterDelete()
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{
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_glowTimer.Cancel();
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base.OnAfterDelete();
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}
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1060741, $"{_charges}");
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001);
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return;
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}
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if (_charges <= 0)
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{
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from.SendMessage("The lantern is depleted.");
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return;
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}
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Charges--;
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from.SendMessage("The lantern flares brightly!");
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}
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private void Glow()
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{
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if (_charges > 0)
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Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
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}
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}
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```
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**What changed:**
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- File-scoped namespace
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- `partial class` + `[SerializationGenerator(0, false)]`
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- `[Constructable]` → `[Constructible]`
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- `m_Charges`/`m_Owner` → `_charges`/`_owner` with `[SerializableField]`
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- Manual properties → auto-generated with `[SerializedCommandProperty]`
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- `InvalidateProperties()` in setter → `[InvalidateProperties]` attribute
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- `Name = "..."` → `DefaultName =>` property override
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- Serial constructor deleted
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- Serialize/Deserialize deleted
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- Nested InternalTimer class → `Timer.StartTimer()` + `TimerExecutionToken`
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- Timer in Deserialize → `[AfterDeserialization]`
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- `OnDelete()` timer stop → `OnAfterDelete()` + `_token.Cancel()`
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- `ObjectPropertyList` → `IPropertyList`
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- `GetProperties` uses string interpolation with holes
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## BaseCreature Migration
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BaseCreature subclasses follow the same pattern as items but have additional considerations.
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### Key Differences from Items
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1. Constructor calls `base(AIType, FightMode)` instead of `base(itemID)`
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2. Stats set with `SetStr()`, `SetDex()`, `SetInt()`, etc.
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3. Damage/resistance types set explicitly
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4. `GenerateLoot()` override for loot tables
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5. Many property overrides (CorpseName, Meat, Hides, etc.)
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### Before/After: Simple Creature
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**RunUO:**
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```csharp
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namespace Server.Mobiles
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{
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[CorpseName("a wolf corpse")]
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public class ForestWolf : BaseCreature
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{
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[Constructable]
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public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Name = "a forest wolf";
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Body = 225;
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BaseSoundID = 0xE5;
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SetStr(80, 120);
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SetDex(90, 110);
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SetInt(20, 40);
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SetHits(60, 80);
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SetDamage(8, 14);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 25, 35);
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SetSkill(SkillName.MagicResist, 30.0, 50.0);
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SetSkill(SkillName.Tactics, 50.0, 70.0);
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SetSkill(SkillName.Wrestling, 50.0, 70.0);
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Fame = 600;
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Karma = 0;
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VirtualArmor = 28;
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Tamable = true;
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ControlSlots = 1;
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MinTameSkill = 50.1;
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}
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public ForestWolf(Serial serial) : base(serial) { }
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public override int Meat { get { return 1; } }
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public override int Hides { get { return 6; } }
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public override FoodType FavoriteFood { get { return FoodType.Meat; } }
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public override PackInstinct PackInstinct { get { return PackInstinct.Canine; } }
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Meager);
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write((int)0);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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```
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**ModernUO:**
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```csharp
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using ModernUO.Serialization;
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namespace Server.Mobiles;
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[SerializationGenerator(0, false)]
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public partial class ForestWolf : BaseCreature
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{
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[Constructible]
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public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
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{
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Body = 225;
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BaseSoundID = 0xE5;
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SetStr(80, 120);
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SetDex(90, 110);
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SetInt(20, 40);
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SetHits(60, 80);
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SetDamage(8, 14);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 25, 35);
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SetSkill(SkillName.MagicResist, 30.0, 50.0);
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SetSkill(SkillName.Tactics, 50.0, 70.0);
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SetSkill(SkillName.Wrestling, 50.0, 70.0);
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Fame = 600;
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Karma = 0;
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VirtualArmor = 28;
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Tamable = true;
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ControlSlots = 1;
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MinTameSkill = 50.1;
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}
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public override string CorpseName => "a wolf corpse";
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public override string DefaultName => "a forest wolf";
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public override int Meat => 1;
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public override int Hides => 6;
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public override FoodType FavoriteFood => FoodType.Meat;
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public override PackInstinct PackInstinct => PackInstinct.Canine;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Meager);
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}
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}
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```
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**What changed:**
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- `[CorpseName("...")]` attribute → `CorpseName` property override
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- `Name = "..."` → `DefaultName` property override
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- `BaseCreature(AI, Fight, 10, 1, 0.2, 0.4)` → `BaseCreature(AI, Fight)` (extra params have defaults)
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- Expression-bodied property overrides
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- Serialization boilerplate removed
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- Serial constructor removed
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## Key Creature Constructor Differences
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```csharp
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// RunUO — many parameters
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public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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// 10 = RangePerception, 1 = RangeFight, 0.2 = ActiveSpeed, 0.4 = PassiveSpeed
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// ModernUO — simplified (defaults built in)
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public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
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```
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The extra parameters (RangePerception, RangeFight, ActiveSpeed, PassiveSpeed) have sensible defaults. Only specify them if they differ from defaults.
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## Common Creature Attribute Changes
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| RunUO | ModernUO |
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|---|---|
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| `[CorpseName("a corpse")]` attribute | `public override string CorpseName => "a corpse";` |
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| `Name = "a creature"` in constructor | `public override string DefaultName => "a creature";` |
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| `get { return value; }` | `=> value;` expression-bodied |
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## Item Name Changes
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```csharp
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// RunUO
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Name = "a magic gem"; // Set in constructor
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// ModernUO — prefer property overrides
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public override string DefaultName => "a magic gem";
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// OR for cliloc:
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public override int LabelNumber => 1234567;
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```
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## Equipment/Weapon/Armor Migration
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Weapons and armor follow the same item pattern but inherit from specialized base classes:
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```csharp
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// ModernUO weapon example
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[SerializationGenerator(0, false)]
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public partial class MySpecialSword : BaseSword
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{
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[Constructible]
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public MySpecialSword() : base(0x13FF) // Katana graphic
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{
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Weight = 6.0;
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Layer = Layer.TwoHanded;
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}
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public override string DefaultName => "a special sword";
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public override int AosStrengthReq => 25;
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public override int AosMinDamage => 11;
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public override int AosMaxDamage => 13;
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public override int AosSpeed => 44;
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public override float MlSpeed => 2.50f;
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}
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```
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||||
|
||||
## Common Base Classes
|
||||
|
||||
| RunUO | ModernUO | Notes |
|
||||
|---|---|---|
|
||||
| `BaseWeapon` | `BaseWeapon` | Same, add `partial` |
|
||||
| `BaseSword` / `BaseMace` / etc. | Same | Same, add `partial` |
|
||||
| `BaseArmor` | `BaseArmor` | Same, add `partial` |
|
||||
| `BaseClothing` | `BaseClothing` | Same, add `partial` |
|
||||
| `BaseJewel` | `BaseJewel` | Same, add `partial` |
|
||||
| `BaseContainer` | `BaseContainer` | Same, add `partial` |
|
||||
| `Food` | `Food` | Same, add `partial` |
|
||||
| `BasePotion` | `BasePotion` | Same, add `partial` |
|
||||
|
||||
## Edge Cases & Gotchas
|
||||
|
||||
### 1. [TypeAlias] for Save Compatibility
|
||||
If a class changed namespace or name, use `[TypeAlias]`:
|
||||
```csharp
|
||||
[TypeAlias("Server.Items.OldName")]
|
||||
[SerializationGenerator(0, false)]
|
||||
public partial class NewName : Item { }
|
||||
```
|
||||
|
||||
### 2. OnDoubleClick Validation
|
||||
ModernUO patterns prefer:
|
||||
```csharp
|
||||
if (!IsChildOf(from.Backpack))
|
||||
{
|
||||
from.SendLocalizedMessage(1042001);
|
||||
return;
|
||||
}
|
||||
```
|
||||
|
||||
### 3. CorpseName as Property Override
|
||||
RunUO uses `[CorpseName]` attribute. ModernUO uses a property override instead.
|
||||
|
||||
### 4. SetMana(0) for Non-Casters
|
||||
Always call `SetMana(0)` for creatures that shouldn't have mana.
|
||||
|
||||
### 5. Decrement via Generated Property
|
||||
Use the generated property name (PascalCase) when decrementing to trigger dirty tracking:
|
||||
```csharp
|
||||
Charges--; // Uses generated property — triggers MarkDirty + InvalidateProperties
|
||||
// NOT: _charges--; // Bypasses tracking
|
||||
```
|
||||
|
||||
## See Also
|
||||
|
||||
- `dev-docs/content-patterns.md` — ModernUO content creation patterns
|
||||
- `dev-docs/serialization.md` — Serialization system
|
||||
- `02-serialization.md` — Serialization migration details
|
||||
- `03-timers.md` — Timer migration
|
||||
- `06-property-lists.md` — Property list migration
|
||||
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